/*
 * Copyright (c) 2020, Jeff Hlywa (jhlywa@gmail.com)
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * 1. Redistributions of source code must retain the above copyright notice,
 *    this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *
 *----------------------------------------------------------------------------*/

var Chess = function(fen) {
  var BLACK = 'b'
  var WHITE = 'w'

  var EMPTY = -1

  var PAWN = 'p'
  var KNIGHT = 'n'
  var BISHOP = 'b'
  var ROOK = 'r'
  var QUEEN = 'q'
  var KING = 'k'

  var SYMBOLS = 'pnbrqkPNBRQK'

  var DEFAULT_POSITION =
    'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1'

  var POSSIBLE_RESULTS = ['1-0', '0-1', '1/2-1/2', '*']

  var PAWN_OFFSETS = {
    b: [16, 32, 17, 15],
    w: [-16, -32, -17, -15]
  }

  var PIECE_OFFSETS = {
    n: [-18, -33, -31, -14, 18, 33, 31, 14],
    b: [-17, -15, 17, 15],
    r: [-16, 1, 16, -1],
    q: [-17, -16, -15, 1, 17, 16, 15, -1],
    k: [-17, -16, -15, 1, 17, 16, 15, -1]
  }

  // prettier-ignore
  var ATTACKS = [
    20, 0, 0, 0, 0, 0, 0, 24,  0, 0, 0, 0, 0, 0,20, 0,
     0,20, 0, 0, 0, 0, 0, 24,  0, 0, 0, 0, 0,20, 0, 0,
     0, 0,20, 0, 0, 0, 0, 24,  0, 0, 0, 0,20, 0, 0, 0,
     0, 0, 0,20, 0, 0, 0, 24,  0, 0, 0,20, 0, 0, 0, 0,
     0, 0, 0, 0,20, 0, 0, 24,  0, 0,20, 0, 0, 0, 0, 0,
     0, 0, 0, 0, 0,20, 2, 24,  2,20, 0, 0, 0, 0, 0, 0,
     0, 0, 0, 0, 0, 2,53, 56, 53, 2, 0, 0, 0, 0, 0, 0,
    24,24,24,24,24,24,56,  0, 56,24,24,24,24,24,24, 0,
     0, 0, 0, 0, 0, 2,53, 56, 53, 2, 0, 0, 0, 0, 0, 0,
     0, 0, 0, 0, 0,20, 2, 24,  2,20, 0, 0, 0, 0, 0, 0,
     0, 0, 0, 0,20, 0, 0, 24,  0, 0,20, 0, 0, 0, 0, 0,
     0, 0, 0,20, 0, 0, 0, 24,  0, 0, 0,20, 0, 0, 0, 0,
     0, 0,20, 0, 0, 0, 0, 24,  0, 0, 0, 0,20, 0, 0, 0,
     0,20, 0, 0, 0, 0, 0, 24,  0, 0, 0, 0, 0,20, 0, 0,
    20, 0, 0, 0, 0, 0, 0, 24,  0, 0, 0, 0, 0, 0,20
  ];

  // prettier-ignore
  var RAYS = [
     17,  0,  0,  0,  0,  0,  0, 16,  0,  0,  0,  0,  0,  0, 15, 0,
      0, 17,  0,  0,  0,  0,  0, 16,  0,  0,  0,  0,  0, 15,  0, 0,
      0,  0, 17,  0,  0,  0,  0, 16,  0,  0,  0,  0, 15,  0,  0, 0,
      0,  0,  0, 17,  0,  0,  0, 16,  0,  0,  0, 15,  0,  0,  0, 0,
      0,  0,  0,  0, 17,  0,  0, 16,  0,  0, 15,  0,  0,  0,  0, 0,
      0,  0,  0,  0,  0, 17,  0, 16,  0, 15,  0,  0,  0,  0,  0, 0,
      0,  0,  0,  0,  0,  0, 17, 16, 15,  0,  0,  0,  0,  0,  0, 0,
      1,  1,  1,  1,  1,  1,  1,  0, -1, -1,  -1,-1, -1, -1, -1, 0,
      0,  0,  0,  0,  0,  0,-15,-16,-17,  0,  0,  0,  0,  0,  0, 0,
      0,  0,  0,  0,  0,-15,  0,-16,  0,-17,  0,  0,  0,  0,  0, 0,
      0,  0,  0,  0,-15,  0,  0,-16,  0,  0,-17,  0,  0,  0,  0, 0,
      0,  0,  0,-15,  0,  0,  0,-16,  0,  0,  0,-17,  0,  0,  0, 0,
      0,  0,-15,  0,  0,  0,  0,-16,  0,  0,  0,  0,-17,  0,  0, 0,
      0,-15,  0,  0,  0,  0,  0,-16,  0,  0,  0,  0,  0,-17,  0, 0,
    -15,  0,  0,  0,  0,  0,  0,-16,  0,  0,  0,  0,  0,  0,-17
  ];

  var SHIFTS = { p: 0, n: 1, b: 2, r: 3, q: 4, k: 5 }

  var FLAGS = {
    NORMAL: 'n',
    CAPTURE: 'c',
    BIG_PAWN: 'b',
    EP_CAPTURE: 'e',
    PROMOTION: 'p',
    KSIDE_CASTLE: 'k',
    QSIDE_CASTLE: 'q'
  }

  var BITS = {
    NORMAL: 1,
    CAPTURE: 2,
    BIG_PAWN: 4,
    EP_CAPTURE: 8,
    PROMOTION: 16,
    KSIDE_CASTLE: 32,
    QSIDE_CASTLE: 64
  }

  var RANK_1 = 7
  var RANK_2 = 6
  var RANK_3 = 5
  var RANK_4 = 4
  var RANK_5 = 3
  var RANK_6 = 2
  var RANK_7 = 1
  var RANK_8 = 0

  // prettier-ignore
  var SQUARES = {
    a8:   0, b8:   1, c8:   2, d8:   3, e8:   4, f8:   5, g8:   6, h8:   7,
    a7:  16, b7:  17, c7:  18, d7:  19, e7:  20, f7:  21, g7:  22, h7:  23,
    a6:  32, b6:  33, c6:  34, d6:  35, e6:  36, f6:  37, g6:  38, h6:  39,
    a5:  48, b5:  49, c5:  50, d5:  51, e5:  52, f5:  53, g5:  54, h5:  55,
    a4:  64, b4:  65, c4:  66, d4:  67, e4:  68, f4:  69, g4:  70, h4:  71,
    a3:  80, b3:  81, c3:  82, d3:  83, e3:  84, f3:  85, g3:  86, h3:  87,
    a2:  96, b2:  97, c2:  98, d2:  99, e2: 100, f2: 101, g2: 102, h2: 103,
    a1: 112, b1: 113, c1: 114, d1: 115, e1: 116, f1: 117, g1: 118, h1: 119
  };

  var ROOKS = {
    w: [
      { square: SQUARES.a1, flag: BITS.QSIDE_CASTLE },
      { square: SQUARES.h1, flag: BITS.KSIDE_CASTLE }
    ],
    b: [
      { square: SQUARES.a8, flag: BITS.QSIDE_CASTLE },
      { square: SQUARES.h8, flag: BITS.KSIDE_CASTLE }
    ]
  }

  var board = new Array(128)
  var kings = { w: EMPTY, b: EMPTY }
  var turn = WHITE
  var castling = { w: 0, b: 0 }
  var ep_square = EMPTY
  var half_moves = 0
  var move_number = 1
  var history = []
  var header = {}
  var comments = {}

  /* if the user passes in a fen string, load it, else default to
   * starting position
   */
  if (typeof fen === 'undefined') {
    load(DEFAULT_POSITION)
  } else {
    load(fen)
  }

  function clear(keep_headers) {
    if (typeof keep_headers === 'undefined') {
      keep_headers = false
    }

    board = new Array(128)
    kings = { w: EMPTY, b: EMPTY }
    turn = WHITE
    castling = { w: 0, b: 0 }
    ep_square = EMPTY
    half_moves = 0
    move_number = 1
    history = []
    if (!keep_headers) header = {}
    comments = {}
    update_setup(generate_fen())
  }

  function prune_comments() {
    var reversed_history = [];
    var current_comments = {};
    var copy_comment = function(fen) {
      if (fen in comments) {
        current_comments[fen] = comments[fen];
      }
    };
    while (history.length > 0) {
      reversed_history.push(undo_move());
    }
    copy_comment(generate_fen());
    while (reversed_history.length > 0) {
      make_move(reversed_history.pop());
      copy_comment(generate_fen());
    }
    comments = current_comments;
  }

  function reset() {
    load(DEFAULT_POSITION)
  }

  function load(fen, keep_headers) {
    if (typeof keep_headers === 'undefined') {
      keep_headers = false
    }

    var tokens = fen.split(/\s+/)
    var position = tokens[0]
    var square = 0

    if (!validate_fen(fen).valid) {
      return false
    }

    clear(keep_headers)

    for (var i = 0; i < position.length; i++) {
      var piece = position.charAt(i)

      if (piece === '/') {
        square += 8
      } else if (is_digit(piece)) {
        square += parseInt(piece, 10)
      } else {
        var color = piece < 'a' ? WHITE : BLACK
        put({ type: piece.toLowerCase(), color: color }, algebraic(square))
        square++
      }
    }

    turn = tokens[1]

    if (tokens[2].indexOf('K') > -1) {
      castling.w |= BITS.KSIDE_CASTLE
    }
    if (tokens[2].indexOf('Q') > -1) {
      castling.w |= BITS.QSIDE_CASTLE
    }
    if (tokens[2].indexOf('k') > -1) {
      castling.b |= BITS.KSIDE_CASTLE
    }
    if (tokens[2].indexOf('q') > -1) {
      castling.b |= BITS.QSIDE_CASTLE
    }

    ep_square = tokens[3] === '-' ? EMPTY : SQUARES[tokens[3]]
    half_moves = parseInt(tokens[4], 10)
    move_number = parseInt(tokens[5], 10)

    update_setup(generate_fen())

    return true
  }

  /* TODO: this function is pretty much crap - it validates structure but
   * completely ignores content (e.g. doesn't verify that each side has a king)
   * ... we should rewrite this, and ditch the silly error_number field while
   * we're at it
   */
  function validate_fen(fen) {
    var errors = {
      0: 'No errors.',
      1: 'FEN string must contain six space-delimited fields.',
      2: '6th field (move number) must be a positive integer.',
      3: '5th field (half move counter) must be a non-negative integer.',
      4: '4th field (en-passant square) is invalid.',
      5: '3rd field (castling availability) is invalid.',
      6: '2nd field (side to move) is invalid.',
      7: "1st field (piece positions) does not contain 8 '/'-delimited rows.",
      8: '1st field (piece positions) is invalid [consecutive numbers].',
      9: '1st field (piece positions) is invalid [invalid piece].',
      10: '1st field (piece positions) is invalid [row too large].',
      11: 'Illegal en-passant square'
    }

    /* 1st criterion: 6 space-seperated fields? */
    var tokens = fen.split(/\s+/)
    if (tokens.length !== 6) {
      return { valid: false, error_number: 1, error: errors[1] }
    }

    /* 2nd criterion: move number field is a integer value > 0? */
    if (isNaN(tokens[5]) || parseInt(tokens[5], 10) <= 0) {
      return { valid: false, error_number: 2, error: errors[2] }
    }

    /* 3rd criterion: half move counter is an integer >= 0? */
    if (isNaN(tokens[4]) || parseInt(tokens[4], 10) < 0) {
      return { valid: false, error_number: 3, error: errors[3] }
    }

    /* 4th criterion: 4th field is a valid e.p.-string? */
    if (!/^(-|[abcdefgh][36])$/.test(tokens[3])) {
      return { valid: false, error_number: 4, error: errors[4] }
    }

    /* 5th criterion: 3th field is a valid castle-string? */
    if (!/^(KQ?k?q?|Qk?q?|kq?|q|-)$/.test(tokens[2])) {
      return { valid: false, error_number: 5, error: errors[5] }
    }

    /* 6th criterion: 2nd field is "w" (white) or "b" (black)? */
    if (!/^(w|b)$/.test(tokens[1])) {
      return { valid: false, error_number: 6, error: errors[6] }
    }

    /* 7th criterion: 1st field contains 8 rows? */
    var rows = tokens[0].split('/')
    if (rows.length !== 8) {
      return { valid: false, error_number: 7, error: errors[7] }
    }

    /* 8th criterion: every row is valid? */
    for (var i = 0; i < rows.length; i++) {
      /* check for right sum of fields AND not two numbers in succession */
      var sum_fields = 0
      var previous_was_number = false

      for (var k = 0; k < rows[i].length; k++) {
        if (!isNaN(rows[i][k])) {
          if (previous_was_number) {
            return { valid: false, error_number: 8, error: errors[8] }
          }
          sum_fields += parseInt(rows[i][k], 10)
          previous_was_number = true
        } else {
          if (!/^[prnbqkPRNBQK]$/.test(rows[i][k])) {
            return { valid: false, error_number: 9, error: errors[9] }
          }
          sum_fields += 1
          previous_was_number = false
        }
      }
      if (sum_fields !== 8) {
        return { valid: false, error_number: 10, error: errors[10] }
      }
    }

    if (
      (tokens[3][1] == '3' && tokens[1] == 'w') ||
      (tokens[3][1] == '6' && tokens[1] == 'b')
    ) {
      return { valid: false, error_number: 11, error: errors[11] }
    }

    /* everything's okay! */
    return { valid: true, error_number: 0, error: errors[0] }
  }

  function generate_fen() {
    var empty = 0
    var fen = ''

    for (var i = SQUARES.a8; i <= SQUARES.h1; i++) {
      if (board[i] == null) {
        empty++
      } else {
        if (empty > 0) {
          fen += empty
          empty = 0
        }
        var color = board[i].color
        var piece = board[i].type

        fen += color === WHITE ? piece.toUpperCase() : piece.toLowerCase()
      }

      if ((i + 1) & 0x88) {
        if (empty > 0) {
          fen += empty
        }

        if (i !== SQUARES.h1) {
          fen += '/'
        }

        empty = 0
        i += 8
      }
    }

    var cflags = ''
    if (castling[WHITE] & BITS.KSIDE_CASTLE) {
      cflags += 'K'
    }
    if (castling[WHITE] & BITS.QSIDE_CASTLE) {
      cflags += 'Q'
    }
    if (castling[BLACK] & BITS.KSIDE_CASTLE) {
      cflags += 'k'
    }
    if (castling[BLACK] & BITS.QSIDE_CASTLE) {
      cflags += 'q'
    }

    /* do we have an empty castling flag? */
    cflags = cflags || '-'
    var epflags = ep_square === EMPTY ? '-' : algebraic(ep_square)

    return [fen, turn, cflags, epflags, half_moves, move_number].join(' ')
  }

  function set_header(args) {
    for (var i = 0; i < args.length; i += 2) {
      if (typeof args[i] === 'string' && typeof args[i + 1] === 'string') {
        header[args[i]] = args[i + 1]
      }
    }
    return header
  }

  /* called when the initial board setup is changed with put() or remove().
   * modifies the SetUp and FEN properties of the header object.  if the FEN is
   * equal to the default position, the SetUp and FEN are deleted
   * the setup is only updated if history.length is zero, ie moves haven't been
   * made.
   */
  function update_setup(fen) {
    if (history.length > 0) return

    if (fen !== DEFAULT_POSITION) {
      header['SetUp'] = '1'
      header['FEN'] = fen
    } else {
      delete header['SetUp']
      delete header['FEN']
    }
  }

  function get(square) {
    var piece = board[SQUARES[square]]
    return piece ? { type: piece.type, color: piece.color } : null
  }

  function put(piece, square) {
    /* check for valid piece object */
    if (!('type' in piece && 'color' in piece)) {
      return false
    }

    /* check for piece */
    if (SYMBOLS.indexOf(piece.type.toLowerCase()) === -1) {
      return false
    }

    /* check for valid square */
    if (!(square in SQUARES)) {
      return false
    }

    var sq = SQUARES[square]

    /* don't let the user place more than one king */
    if (
      piece.type == KING &&
      !(kings[piece.color] == EMPTY || kings[piece.color] == sq)
    ) {
      return false
    }

    board[sq] = { type: piece.type, color: piece.color }
    if (piece.type === KING) {
      kings[piece.color] = sq
    }

    update_setup(generate_fen())

    return true
  }

  function remove(square) {
    var piece = get(square)
    board[SQUARES[square]] = null
    if (piece && piece.type === KING) {
      kings[piece.color] = EMPTY
    }

    update_setup(generate_fen())

    return piece
  }

  function build_move(board, from, to, flags, promotion) {
    var move = {
      color: turn,
      from: from,
      to: to,
      flags: flags,
      piece: board[from].type
    }

    if (promotion) {
      move.flags |= BITS.PROMOTION
      move.promotion = promotion
    }

    if (board[to]) {
      move.captured = board[to].type
    } else if (flags & BITS.EP_CAPTURE) {
      move.captured = PAWN
    }
    return move
  }

  function generate_moves(options) {
    function add_move(board, moves, from, to, flags) {
      /* if pawn promotion */
      if (
        board[from].type === PAWN &&
        (rank(to) === RANK_8 || rank(to) === RANK_1)
      ) {
        var pieces = [QUEEN, ROOK, BISHOP, KNIGHT]
        for (var i = 0, len = pieces.length; i < len; i++) {
          moves.push(build_move(board, from, to, flags, pieces[i]))
        }
      } else {
        moves.push(build_move(board, from, to, flags))
      }
    }

    var moves = []
    var us = turn
    var them = swap_color(us)
    var second_rank = { b: RANK_7, w: RANK_2 }

    var first_sq = SQUARES.a8
    var last_sq = SQUARES.h1
    var single_square = false

    /* do we want legal moves? */
    var legal =
      typeof options !== 'undefined' && 'legal' in options
        ? options.legal
        : true

    /* are we generating moves for a single square? */
    if (typeof options !== 'undefined' && 'square' in options) {
      if (options.square in SQUARES) {
        first_sq = last_sq = SQUARES[options.square]
        single_square = true
      } else {
        /* invalid square */
        return []
      }
    }

    for (var i = first_sq; i <= last_sq; i++) {
      /* did we run off the end of the board */
      if (i & 0x88) {
        i += 7
        continue
      }

      var piece = board[i]
      if (piece == null || piece.color !== us) {
        continue
      }

      if (piece.type === PAWN) {
        /* single square, non-capturing */
        var square = i + PAWN_OFFSETS[us][0]
        if (board[square] == null) {
          add_move(board, moves, i, square, BITS.NORMAL)

          /* double square */
          var square = i + PAWN_OFFSETS[us][1]
          if (second_rank[us] === rank(i) && board[square] == null) {
            add_move(board, moves, i, square, BITS.BIG_PAWN)
          }
        }

        /* pawn captures */
        for (j = 2; j < 4; j++) {
          var square = i + PAWN_OFFSETS[us][j]
          if (square & 0x88) continue

          if (board[square] != null && board[square].color === them) {
            add_move(board, moves, i, square, BITS.CAPTURE)
          } else if (square === ep_square) {
            add_move(board, moves, i, ep_square, BITS.EP_CAPTURE)
          }
        }
      } else {
        for (var j = 0, len = PIECE_OFFSETS[piece.type].length; j < len; j++) {
          var offset = PIECE_OFFSETS[piece.type][j]
          var square = i

          while (true) {
            square += offset
            if (square & 0x88) break

            if (board[square] == null) {
              add_move(board, moves, i, square, BITS.NORMAL)
            } else {
              if (board[square].color === us) break
              add_move(board, moves, i, square, BITS.CAPTURE)
              break
            }

            /* break, if knight or king */
            if (piece.type === 'n' || piece.type === 'k') break
          }
        }
      }
    }

    /* check for castling if: a) we're generating all moves, or b) we're doing
     * single square move generation on the king's square
     */
    if (!single_square || last_sq === kings[us]) {
      /* king-side castling */
      if (castling[us] & BITS.KSIDE_CASTLE) {
        var castling_from = kings[us]
        var castling_to = castling_from + 2

        if (
          board[castling_from + 1] == null &&
          board[castling_to] == null &&
          !attacked(them, kings[us]) &&
          !attacked(them, castling_from + 1) &&
          !attacked(them, castling_to)
        ) {
          add_move(board, moves, kings[us], castling_to, BITS.KSIDE_CASTLE)
        }
      }

      /* queen-side castling */
      if (castling[us] & BITS.QSIDE_CASTLE) {
        var castling_from = kings[us]
        var castling_to = castling_from - 2

        if (
          board[castling_from - 1] == null &&
          board[castling_from - 2] == null &&
          board[castling_from - 3] == null &&
          !attacked(them, kings[us]) &&
          !attacked(them, castling_from - 1) &&
          !attacked(them, castling_to)
        ) {
          add_move(board, moves, kings[us], castling_to, BITS.QSIDE_CASTLE)
        }
      }
    }

    /* return all pseudo-legal moves (this includes moves that allow the king
     * to be captured)
     */
    if (!legal) {
      return moves
    }

    /* filter out illegal moves */
    var legal_moves = []
    for (var i = 0, len = moves.length; i < len; i++) {
      make_move(moves[i])
      if (!king_attacked(us)) {
        legal_moves.push(moves[i])
      }
      undo_move()
    }

    return legal_moves
  }

  /* convert a move from 0x88 coordinates to Standard Algebraic Notation
   * (SAN)
   *
   * @param {boolean} sloppy Use the sloppy SAN generator to work around over
   * disambiguation bugs in Fritz and Chessbase.  See below:
   *
   * r1bqkbnr/ppp2ppp/2n5/1B1pP3/4P3/8/PPPP2PP/RNBQK1NR b KQkq - 2 4
   * 4. ... Nge7 is overly disambiguated because the knight on c6 is pinned
   * 4. ... Ne7 is technically the valid SAN
   */
  function move_to_san(move, sloppy) {
    var output = ''

    if (move.flags & BITS.KSIDE_CASTLE) {
      output = 'O-O'
    } else if (move.flags & BITS.QSIDE_CASTLE) {
      output = 'O-O-O'
    } else {
      var disambiguator = get_disambiguator(move, sloppy)

      if (move.piece !== PAWN) {
        output += move.piece.toUpperCase() + disambiguator
      }

      if (move.flags & (BITS.CAPTURE | BITS.EP_CAPTURE)) {
        if (move.piece === PAWN) {
          output += algebraic(move.from)[0]
        }
        output += 'x'
      }

      output += algebraic(move.to)

      if (move.flags & BITS.PROMOTION) {
        output += '=' + move.promotion.toUpperCase()
      }
    }

    make_move(move)
    if (in_check()) {
      if (in_checkmate()) {
        output += '#'
      } else {
        output += '+'
      }
    }
    undo_move()

    return output
  }

  // parses all of the decorators out of a SAN string
  function stripped_san(move) {
    return move.replace(/=/, '').replace(/[+#]?[?!]*$/, '')
  }

  function attacked(color, square) {
    for (var i = SQUARES.a8; i <= SQUARES.h1; i++) {
      /* did we run off the end of the board */
      if (i & 0x88) {
        i += 7
        continue
      }

      /* if empty square or wrong color */
      if (board[i] == null || board[i].color !== color) continue

      var piece = board[i]
      var difference = i - square
      var index = difference + 119

      if (ATTACKS[index] & (1 << SHIFTS[piece.type])) {
        if (piece.type === PAWN) {
          if (difference > 0) {
            if (piece.color === WHITE) return true
          } else {
            if (piece.color === BLACK) return true
          }
          continue
        }

        /* if the piece is a knight or a king */
        if (piece.type === 'n' || piece.type === 'k') return true

        var offset = RAYS[index]
        var j = i + offset

        var blocked = false
        while (j !== square) {
          if (board[j] != null) {
            blocked = true
            break
          }
          j += offset
        }

        if (!blocked) return true
      }
    }

    return false
  }

  function king_attacked(color) {
    return attacked(swap_color(color), kings[color])
  }

  function in_check() {
    return king_attacked(turn)
  }

  function in_checkmate() {
    return in_check() && generate_moves().length === 0
  }

  function in_stalemate() {
    return !in_check() && generate_moves().length === 0
  }

  function insufficient_material() {
    var pieces = {}
    var bishops = []
    var num_pieces = 0
    var sq_color = 0

    for (var i = SQUARES.a8; i <= SQUARES.h1; i++) {
      sq_color = (sq_color + 1) % 2
      if (i & 0x88) {
        i += 7
        continue
      }

      var piece = board[i]
      if (piece) {
        pieces[piece.type] = piece.type in pieces ? pieces[piece.type] + 1 : 1
        if (piece.type === BISHOP) {
          bishops.push(sq_color)
        }
        num_pieces++
      }
    }

    /* k vs. k */
    if (num_pieces === 2) {
      return true
    } else if (
      /* k vs. kn .... or .... k vs. kb */
      num_pieces === 3 &&
      (pieces[BISHOP] === 1 || pieces[KNIGHT] === 1)
    ) {
      return true
    } else if (num_pieces === pieces[BISHOP] + 2) {
      /* kb vs. kb where any number of bishops are all on the same color */
      var sum = 0
      var len = bishops.length
      for (var i = 0; i < len; i++) {
        sum += bishops[i]
      }
      if (sum === 0 || sum === len) {
        return true
      }
    }

    return false
  }

  function in_threefold_repetition() {
    /* TODO: while this function is fine for casual use, a better
     * implementation would use a Zobrist key (instead of FEN). the
     * Zobrist key would be maintained in the make_move/undo_move functions,
     * avoiding the costly that we do below.
     */
    var moves = []
    var positions = {}
    var repetition = false

    while (true) {
      var move = undo_move()
      if (!move) break
      moves.push(move)
    }

    while (true) {
      /* remove the last two fields in the FEN string, they're not needed
       * when checking for draw by rep */
      var fen = generate_fen()
        .split(' ')
        .slice(0, 4)
        .join(' ')

      /* has the position occurred three or move times */
      positions[fen] = fen in positions ? positions[fen] + 1 : 1
      if (positions[fen] >= 3) {
        repetition = true
      }

      if (!moves.length) {
        break
      }
      make_move(moves.pop())
    }

    return repetition
  }

  function push(move) {
    history.push({
      move: move,
      kings: { b: kings.b, w: kings.w },
      turn: turn,
      castling: { b: castling.b, w: castling.w },
      ep_square: ep_square,
      half_moves: half_moves,
      move_number: move_number
    })
  }

  function make_move(move) {
    var us = turn
    var them = swap_color(us)
    push(move)

    board[move.to] = board[move.from]
    board[move.from] = null

    /* if ep capture, remove the captured pawn */
    if (move.flags & BITS.EP_CAPTURE) {
      if (turn === BLACK) {
        board[move.to - 16] = null
      } else {
        board[move.to + 16] = null
      }
    }

    /* if pawn promotion, replace with new piece */
    if (move.flags & BITS.PROMOTION) {
      board[move.to] = { type: move.promotion, color: us }
    }

    /* if we moved the king */
    if (board[move.to].type === KING) {
      kings[board[move.to].color] = move.to

      /* if we castled, move the rook next to the king */
      if (move.flags & BITS.KSIDE_CASTLE) {
        var castling_to = move.to - 1
        var castling_from = move.to + 1
        board[castling_to] = board[castling_from]
        board[castling_from] = null
      } else if (move.flags & BITS.QSIDE_CASTLE) {
        var castling_to = move.to + 1
        var castling_from = move.to - 2
        board[castling_to] = board[castling_from]
        board[castling_from] = null
      }

      /* turn off castling */
      castling[us] = ''
    }

    /* turn off castling if we move a rook */
    if (castling[us]) {
      for (var i = 0, len = ROOKS[us].length; i < len; i++) {
        if (
          move.from === ROOKS[us][i].square &&
          castling[us] & ROOKS[us][i].flag
        ) {
          castling[us] ^= ROOKS[us][i].flag
          break
        }
      }
    }

    /* turn off castling if we capture a rook */
    if (castling[them]) {
      for (var i = 0, len = ROOKS[them].length; i < len; i++) {
        if (
          move.to === ROOKS[them][i].square &&
          castling[them] & ROOKS[them][i].flag
        ) {
          castling[them] ^= ROOKS[them][i].flag
          break
        }
      }
    }

    /* if big pawn move, update the en passant square */
    if (move.flags & BITS.BIG_PAWN) {
      if (turn === 'b') {
        ep_square = move.to - 16
      } else {
        ep_square = move.to + 16
      }
    } else {
      ep_square = EMPTY
    }

    /* reset the 50 move counter if a pawn is moved or a piece is captured */
    if (move.piece === PAWN) {
      half_moves = 0
    } else if (move.flags & (BITS.CAPTURE | BITS.EP_CAPTURE)) {
      half_moves = 0
    } else {
      half_moves++
    }

    if (turn === BLACK) {
      move_number++
    }
    turn = swap_color(turn)
  }

  function undo_move() {
    var old = history.pop()
    if (old == null) {
      return null
    }

    var move = old.move
    kings = old.kings
    turn = old.turn
    castling = old.castling
    ep_square = old.ep_square
    half_moves = old.half_moves
    move_number = old.move_number

    var us = turn
    var them = swap_color(turn)

    board[move.from] = board[move.to]
    board[move.from].type = move.piece // to undo any promotions
    board[move.to] = null

    if (move.flags & BITS.CAPTURE) {
      board[move.to] = { type: move.captured, color: them }
    } else if (move.flags & BITS.EP_CAPTURE) {
      var index
      if (us === BLACK) {
        index = move.to - 16
      } else {
        index = move.to + 16
      }
      board[index] = { type: PAWN, color: them }
    }

    if (move.flags & (BITS.KSIDE_CASTLE | BITS.QSIDE_CASTLE)) {
      var castling_to, castling_from
      if (move.flags & BITS.KSIDE_CASTLE) {
        castling_to = move.to + 1
        castling_from = move.to - 1
      } else if (move.flags & BITS.QSIDE_CASTLE) {
        castling_to = move.to - 2
        castling_from = move.to + 1
      }

      board[castling_to] = board[castling_from]
      board[castling_from] = null
    }

    return move
  }

  /* this function is used to uniquely identify ambiguous moves */
  function get_disambiguator(move, sloppy) {
    var moves = generate_moves({ legal: !sloppy })

    var from = move.from
    var to = move.to
    var piece = move.piece

    var ambiguities = 0
    var same_rank = 0
    var same_file = 0

    for (var i = 0, len = moves.length; i < len; i++) {
      var ambig_from = moves[i].from
      var ambig_to = moves[i].to
      var ambig_piece = moves[i].piece

      /* if a move of the same piece type ends on the same to square, we'll
       * need to add a disambiguator to the algebraic notation
       */
      if (piece === ambig_piece && from !== ambig_from && to === ambig_to) {
        ambiguities++

        if (rank(from) === rank(ambig_from)) {
          same_rank++
        }

        if (file(from) === file(ambig_from)) {
          same_file++
        }
      }
    }

    if (ambiguities > 0) {
      /* if there exists a similar moving piece on the same rank and file as
       * the move in question, use the square as the disambiguator
       */
      if (same_rank > 0 && same_file > 0) {
        return algebraic(from)
      } else if (same_file > 0) {
        /* if the moving piece rests on the same file, use the rank symbol as the
         * disambiguator
         */
        return algebraic(from).charAt(1)
      } else {
        /* else use the file symbol */
        return algebraic(from).charAt(0)
      }
    }

    return ''
  }

  function ascii() {
    var s = '   +------------------------+\n'
    for (var i = SQUARES.a8; i <= SQUARES.h1; i++) {
      /* display the rank */
      if (file(i) === 0) {
        s += ' ' + '87654321'[rank(i)] + ' |'
      }

      /* empty piece */
      if (board[i] == null) {
        s += ' . '
      } else {
        var piece = board[i].type
        var color = board[i].color
        var symbol = color === WHITE ? piece.toUpperCase() : piece.toLowerCase()
        s += ' ' + symbol + ' '
      }

      if ((i + 1) & 0x88) {
        s += '|\n'
        i += 8
      }
    }
    s += '   +------------------------+\n'
    s += '     a  b  c  d  e  f  g  h\n'

    return s
  }

  // convert a move from Standard Algebraic Notation (SAN) to 0x88 coordinates
  function move_from_san(move, sloppy) {
    // strip off any move decorations: e.g Nf3+?!
    var clean_move = stripped_san(move)

    // if we're using the sloppy parser run a regex to grab piece, to, and from
    // this should parse invalid SAN like: Pe2-e4, Rc1c4, Qf3xf7
    if (sloppy) {
      var matches = clean_move.match(
        /([pnbrqkPNBRQK])?([a-h][1-8])x?-?([a-h][1-8])([qrbnQRBN])?/
      )
      if (matches) {
        var piece = matches[1]
        var from = matches[2]
        var to = matches[3]
        var promotion = matches[4]
      }
    }

    var moves = generate_moves()
    for (var i = 0, len = moves.length; i < len; i++) {
      // try the strict parser first, then the sloppy parser if requested
      // by the user
      if (
        clean_move === stripped_san(move_to_san(moves[i])) ||
        (sloppy && clean_move === stripped_san(move_to_san(moves[i], true)))
      ) {
        return moves[i]
      } else {
        if (
          matches &&
          (!piece || piece.toLowerCase() == moves[i].piece) &&
          SQUARES[from] == moves[i].from &&
          SQUARES[to] == moves[i].to &&
          (!promotion || promotion.toLowerCase() == moves[i].promotion)
        ) {
          return moves[i]
        }
      }
    }

    return null
  }

  /*****************************************************************************
   * UTILITY FUNCTIONS
   ****************************************************************************/
  function rank(i) {
    return i >> 4
  }

  function file(i) {
    return i & 15
  }

  function algebraic(i) {
    var f = file(i),
      r = rank(i)
    return 'abcdefgh'.substring(f, f + 1) + '87654321'.substring(r, r + 1)
  }

  function swap_color(c) {
    return c === WHITE ? BLACK : WHITE
  }

  function is_digit(c) {
    return '0123456789'.indexOf(c) !== -1
  }

  /* pretty = external move object */
  function make_pretty(ugly_move) {
    var move = clone(ugly_move)
    move.san = move_to_san(move, false)
    move.to = algebraic(move.to)
    move.from = algebraic(move.from)

    var flags = ''

    for (var flag in BITS) {
      if (BITS[flag] & move.flags) {
        flags += FLAGS[flag]
      }
    }
    move.flags = flags

    return move
  }

  function clone(obj) {
    var dupe = obj instanceof Array ? [] : {}

    for (var property in obj) {
      if (typeof property === 'object') {
        dupe[property] = clone(obj[property])
      } else {
        dupe[property] = obj[property]
      }
    }

    return dupe
  }

  function trim(str) {
    return str.replace(/^\s+|\s+$/g, '')
  }

  /*****************************************************************************
   * DEBUGGING UTILITIES
   ****************************************************************************/
  function perft(depth) {
    var moves = generate_moves({ legal: false })
    var nodes = 0
    var color = turn

    for (var i = 0, len = moves.length; i < len; i++) {
      make_move(moves[i])
      if (!king_attacked(color)) {
        if (depth - 1 > 0) {
          var child_nodes = perft(depth - 1)
          nodes += child_nodes
        } else {
          nodes++
        }
      }
      undo_move()
    }

    return nodes
  }

  return {
    /***************************************************************************
     * PUBLIC CONSTANTS (is there a better way to do this?)
     **************************************************************************/
    WHITE: WHITE,
    BLACK: BLACK,
    PAWN: PAWN,
    KNIGHT: KNIGHT,
    BISHOP: BISHOP,
    ROOK: ROOK,
    QUEEN: QUEEN,
    KING: KING,
    SQUARES: (function() {
      /* from the ECMA-262 spec (section 12.6.4):
       * "The mechanics of enumerating the properties ... is
       * implementation dependent"
       * so: for (var sq in SQUARES) { keys.push(sq); } might not be
       * ordered correctly
       */
      var keys = []
      for (var i = SQUARES.a8; i <= SQUARES.h1; i++) {
        if (i & 0x88) {
          i += 7
          continue
        }
        keys.push(algebraic(i))
      }
      return keys
    })(),
    FLAGS: FLAGS,

    /***************************************************************************
     * PUBLIC API
     **************************************************************************/
    load: function(fen) {
      return load(fen)
    },

    reset: function() {
      return reset()
    },

    moves: function(options) {
      /* The internal representation of a chess move is in 0x88 format, and
       * not meant to be human-readable.  The code below converts the 0x88
       * square coordinates to algebraic coordinates.  It also prunes an
       * unnecessary move keys resulting from a verbose call.
       */

      var ugly_moves = generate_moves(options)
      var moves = []

      for (var i = 0, len = ugly_moves.length; i < len; i++) {
        /* does the user want a full move object (most likely not), or just
         * SAN
         */
        if (
          typeof options !== 'undefined' &&
          'verbose' in options &&
          options.verbose
        ) {
          moves.push(make_pretty(ugly_moves[i]))
        } else {
          moves.push(move_to_san(ugly_moves[i], false))
        }
      }

      return moves
    },

    in_check: function() {
      return in_check()
    },

    in_checkmate: function() {
      return in_checkmate()
    },

    in_stalemate: function() {
      return in_stalemate()
    },

    in_draw: function() {
      return (
        half_moves >= 100 ||
        in_stalemate() ||
        insufficient_material() ||
        in_threefold_repetition()
      )
    },

    insufficient_material: function() {
      return insufficient_material()
    },

    in_threefold_repetition: function() {
      return in_threefold_repetition()
    },

    game_over: function() {
      return (
        half_moves >= 100 ||
        in_checkmate() ||
        in_stalemate() ||
        insufficient_material() ||
        in_threefold_repetition()
      )
    },

    validate_fen: function(fen) {
      return validate_fen(fen)
    },

    fen: function() {
      return generate_fen()
    },

    board: function() {
      var output = [],
        row = []

      for (var i = SQUARES.a8; i <= SQUARES.h1; i++) {
        if (board[i] == null) {
          row.push(null)
        } else {
          row.push({ type: board[i].type, color: board[i].color })
        }
        if ((i + 1) & 0x88) {
          output.push(row)
          row = []
          i += 8
        }
      }

      return output
    },

    pgn: function(options) {
      /* using the specification from http://www.chessclub.com/help/PGN-spec
       * example for html usage: .pgn({ max_width: 72, newline_char: "<br />" })
       */
      var newline =
        typeof options === 'object' && typeof options.newline_char === 'string'
          ? options.newline_char
          : '\n'
      var max_width =
        typeof options === 'object' && typeof options.max_width === 'number'
          ? options.max_width
          : 0
      var result = []
      var header_exists = false

      /* add the PGN header headerrmation */
      for (var i in header) {
        /* TODO: order of enumerated properties in header object is not
         * guaranteed, see ECMA-262 spec (section 12.6.4)
         */
        result.push('[' + i + ' "' + header[i] + '"]' + newline)
        header_exists = true
      }

      if (header_exists && history.length) {
        result.push(newline)
      }

      var append_comment = function(move_string) {
        var comment = comments[generate_fen()]
        if (typeof comment !== 'undefined') {
          var delimiter = move_string.length > 0 ? ' ' : '';
          move_string = `${move_string}${delimiter}{${comment}}`
        }
        return move_string
      }

      /* pop all of history onto reversed_history */
      var reversed_history = []
      while (history.length > 0) {
        reversed_history.push(undo_move())
      }

      var moves = []
      var move_string = ''

      /* special case of a commented starting position with no moves */
      if (reversed_history.length === 0) {
        moves.push(append_comment(''))
      }

      /* build the list of moves.  a move_string looks like: "3. e3 e6" */
      while (reversed_history.length > 0) {
        move_string = append_comment(move_string)
        var move = reversed_history.pop()

        /* if the position started with black to move, start PGN with 1. ... */
        if (!history.length && move.color === 'b') {
          move_string = move_number + '. ...'
        } else if (move.color === 'w') {
          /* store the previous generated move_string if we have one */
          if (move_string.length) {
            moves.push(move_string)
          }
          move_string = move_number + '.'
        }

        move_string = move_string + ' ' + move_to_san(move, false)
        make_move(move)
      }

      /* are there any other leftover moves? */
      if (move_string.length) {
        moves.push(append_comment(move_string))
      }

      /* is there a result? */
      if (typeof header.Result !== 'undefined') {
        moves.push(header.Result)
      }

      /* history should be back to what it was before we started generating PGN,
       * so join together moves
       */
      if (max_width === 0) {
        return result.join('') + moves.join(' ')
      }

      var strip = function() {
        if (result.length > 0 && result[result.length - 1] === ' ') {
          result.pop();
          return true;
        }
        return false;
      };

      /* NB: this does not preserve comment whitespace. */
      var wrap_comment = function(width, move) {
        for (var token of move.split(' ')) {
          if (!token) {
            continue;
          }
          if (width + token.length > max_width) {
            while (strip()) {
              width--;
            }
            result.push(newline);
            width = 0;
          }
          result.push(token);
          width += token.length;
          result.push(' ');
          width++;
        }
        if (strip()) {
          width--;
        }
        return width;
      };

      /* wrap the PGN output at max_width */
      var current_width = 0
      for (var i = 0; i < moves.length; i++) {
        if (current_width + moves[i].length > max_width) {
          if (moves[i].includes('{')) {
            current_width = wrap_comment(current_width, moves[i]);
            continue;
          }
        }
        /* if the current move will push past max_width */
        if (current_width + moves[i].length > max_width && i !== 0) {
          /* don't end the line with whitespace */
          if (result[result.length - 1] === ' ') {
            result.pop()
          }

          result.push(newline)
          current_width = 0
        } else if (i !== 0) {
          result.push(' ')
          current_width++
        }
        result.push(moves[i])
        current_width += moves[i].length
      }

      return result.join('')
    },

    load_pgn: function(pgn, options) {
      // allow the user to specify the sloppy move parser to work around over
      // disambiguation bugs in Fritz and Chessbase
      var sloppy =
        typeof options !== 'undefined' && 'sloppy' in options
          ? options.sloppy
          : false

      function mask(str) {
        return str.replace(/\\/g, '\\')
      }

      function has_keys(object) {
        for (var key in object) {
          return true
        }
        return false
      }

      function parse_pgn_header(header, options) {
        var newline_char =
          typeof options === 'object' &&
          typeof options.newline_char === 'string'
            ? options.newline_char
            : '\r?\n'
        var header_obj = {}
        var headers = header.split(new RegExp(mask(newline_char)))
        var key = ''
        var value = ''

        for (var i = 0; i < headers.length; i++) {
          key = headers[i].replace(/^\[([A-Z][A-Za-z]*)\s.*\]$/, '$1')
          value = headers[i].replace(/^\[[A-Za-z]+\s"(.*)"\ *\]$/, '$1')
          if (trim(key).length > 0) {
            header_obj[key] = value
          }
        }

        return header_obj
      }

      var newline_char =
        typeof options === 'object' && typeof options.newline_char === 'string'
          ? options.newline_char
          : '\r?\n'

      // RegExp to split header. Takes advantage of the fact that header and movetext
      // will always have a blank line between them (ie, two newline_char's).
      // With default newline_char, will equal: /^(\[((?:\r?\n)|.)*\])(?:\r?\n){2}/
      var header_regex = new RegExp(
        '^(\\[((?:' +
          mask(newline_char) +
          ')|.)*\\])' +
          '(?:' +
          mask(newline_char) +
          '){2}'
      )

      // If no header given, begin with moves.
      var header_string = header_regex.test(pgn)
        ? header_regex.exec(pgn)[1]
        : ''

      // Put the board in the starting position
      reset()

      /* parse PGN header */
      var headers = parse_pgn_header(header_string, options)
      for (var key in headers) {
        set_header([key, headers[key]])
      }

      /* load the starting position indicated by [Setup '1'] and
       * [FEN position] */
      if (headers['SetUp'] === '1') {
        if (!('FEN' in headers && load(headers['FEN'], true))) {
          // second argument to load: don't clear the headers
          return false
        }
      }

      /* NB: the regexes below that delete move numbers, recursive
       * annotations, and numeric annotation glyphs may also match
       * text in comments. To prevent this, we transform comments
       * by hex-encoding them in place and decoding them again after
       * the other tokens have been deleted.
       *
       * While the spec states that PGN files should be ASCII encoded,
       * we use {en,de}codeURIComponent here to support arbitrary UTF8
       * as a convenience for modern users */

      var to_hex = function(string) {
        return Array
          .from(string)
          .map(function(c) {
            /* encodeURI doesn't transform most ASCII characters,
             * so we handle these ourselves */
            return c.charCodeAt(0) < 128
              ? c.charCodeAt(0).toString(16)
              : encodeURIComponent(c).replace(/\%/g, '').toLowerCase()
          })
          .join('')
      }

      var from_hex = function(string) {
        return string.length == 0
          ? ''
          : decodeURIComponent('%' + string.match(/.{1,2}/g).join('%'))
      }

      var encode_comment = function(string) {
        string = string.replace(new RegExp(mask(newline_char), 'g'), ' ')
        return `{${to_hex(string.slice(1, string.length - 1))}}`
      }

      var decode_comment = function(string) {
        if (string.startsWith('{') && string.endsWith('}')) {
          return from_hex(string.slice(1, string.length - 1))
        }
      }

      /* delete header to get the moves */
      var ms = pgn
        .replace(header_string, '')
        .replace(
          /* encode comments so they don't get deleted below */
          new RegExp(`(\{[^}]*\})+?|;([^${mask(newline_char)}]*)`, 'g'),
          function(match, bracket, semicolon) {
            return bracket !== undefined
              ? encode_comment(bracket)
              : ' ' + encode_comment(`{${semicolon.slice(1)}}`)
          }
        )
        .replace(new RegExp(mask(newline_char), 'g'), ' ')

      /* delete recursive annotation variations */
      var rav_regex = /(\([^\(\)]+\))+?/g
      while (rav_regex.test(ms)) {
        ms = ms.replace(rav_regex, '')
      }

      /* delete move numbers */
      ms = ms.replace(/\d+\.(\.\.)?/g, '')

      /* delete ... indicating black to move */
      ms = ms.replace(/\.\.\./g, '')

      /* delete numeric annotation glyphs */
      ms = ms.replace(/\$\d+/g, '')

      /* trim and get array of moves */
      var moves = trim(ms).split(new RegExp(/\s+/))

      /* delete empty entries */
      moves = moves
        .join(',')
        .replace(/,,+/g, ',')
        .split(',')
      var move = ''

      for (var half_move = 0; half_move < moves.length - 1; half_move++) {
        var comment = decode_comment(moves[half_move])
        if (comment !== undefined) {
          comments[generate_fen()] = comment
          continue
        }
        move = move_from_san(moves[half_move], sloppy)

        /* move not possible! (don't clear the board to examine to show the
         * latest valid position)
         */
        if (move == null) {
          return false
        } else {
          make_move(move)
        }
      }

      comment = decode_comment(moves[moves.length - 1])
      if (comment !== undefined) {
        comments[generate_fen()] = comment
        moves.pop()
      }

      /* examine last move */
      move = moves[moves.length - 1]
      if (POSSIBLE_RESULTS.indexOf(move) > -1) {
        if (has_keys(header) && typeof header.Result === 'undefined') {
          set_header(['Result', move])
        }
      } else {
        move = move_from_san(move, sloppy)
        if (move == null) {
          return false
        } else {
          make_move(move)
        }
      }
      return true
    },

    header: function() {
      return set_header(arguments)
    },

    ascii: function() {
      return ascii()
    },

    turn: function() {
      return turn
    },

    move: function(move, options) {
      /* The move function can be called with in the following parameters:
       *
       * .move('Nxb7')      <- where 'move' is a case-sensitive SAN string
       *
       * .move({ from: 'h7', <- where the 'move' is a move object (additional
       *         to :'h8',      fields are ignored)
       *         promotion: 'q',
       *      })
       */

      // allow the user to specify the sloppy move parser to work around over
      // disambiguation bugs in Fritz and Chessbase
      var sloppy =
        typeof options !== 'undefined' && 'sloppy' in options
          ? options.sloppy
          : false

      var move_obj = null

      if (typeof move === 'string') {
        move_obj = move_from_san(move, sloppy)
      } else if (typeof move === 'object') {
        var moves = generate_moves()

        /* convert the pretty move object to an ugly move object */
        for (var i = 0, len = moves.length; i < len; i++) {
          if (
            move.from === algebraic(moves[i].from) &&
            move.to === algebraic(moves[i].to) &&
            (!('promotion' in moves[i]) ||
              move.promotion === moves[i].promotion)
          ) {
            move_obj = moves[i]
            break
          }
        }
      }

      /* failed to find move */
      if (!move_obj) {
        return null
      }

      /* need to make a copy of move because we can't generate SAN after the
       * move is made
       */
      var pretty_move = make_pretty(move_obj)

      make_move(move_obj)

      return pretty_move
    },

    undo: function() {
      var move = undo_move()
      return move ? make_pretty(move) : null
    },

    clear: function() {
      return clear()
    },

    put: function(piece, square) {
      return put(piece, square)
    },

    get: function(square) {
      return get(square)
    },

    remove: function(square) {
      return remove(square)
    },

    perft: function(depth) {
      return perft(depth)
    },

    square_color: function(square) {
      if (square in SQUARES) {
        var sq_0x88 = SQUARES[square]
        return (rank(sq_0x88) + file(sq_0x88)) % 2 === 0 ? 'light' : 'dark'
      }

      return null
    },

    history: function(options) {
      var reversed_history = []
      var move_history = []
      var verbose =
        typeof options !== 'undefined' &&
        'verbose' in options &&
        options.verbose

      while (history.length > 0) {
        reversed_history.push(undo_move())
      }

      while (reversed_history.length > 0) {
        var move = reversed_history.pop()
        if (verbose) {
          move_history.push(make_pretty(move))
        } else {
          move_history.push(move_to_san(move))
        }
        make_move(move)
      }

      return move_history
    },

    get_comment: function() {
      return comments[generate_fen()];
    },

    set_comment: function(comment) {
      comments[generate_fen()] = comment.replace('{', '[').replace('}', ']');
    },

    delete_comment: function() {
      var comment = comments[generate_fen()];
      delete comments[generate_fen()];
      return comment;
    },

    get_comments: function() {
      prune_comments();
      return Object.keys(comments).map(function(fen) {
        return {fen: fen, comment: comments[fen]};
      });
    },

    delete_comments: function() {
      prune_comments();
      return Object.keys(comments)
        .map(function(fen) {
          var comment = comments[fen];
          delete comments[fen];
          return {fen: fen, comment: comment};
        });
    }
  }
}

/* export Chess object if using node or any other CommonJS compatible
 * environment */
if (typeof exports !== 'undefined') exports.Chess = Chess
/* export Chess object for any RequireJS compatible environment */
if (typeof define !== 'undefined')
  define(function() {
    return Chess
  })
